"rndProd":{ // this will let you make unit groups, and among the group random spawning: eg. if we want to have 2 similar orc riders, but with different images, you can set this to have it random.
"prodGroup":"AUX", // group name
"prodWeight":20 // summing up the weights in group and getting the random based on weight (eg. you have unitA(w10) unitB(w25) unitC(w15) than unitA=20%, unitB=50%, unitC = 30% chance)
},

IS_ALL_TECH_MEMBER, //if a tech a techs to be in "all techs" section - meaning the DEFAULT techs
CAN_BE_FLOWN_TRU // if this unit is so low on ground and has no armament to reach - so flyers van fly over it (like caltrops in AOW)

Perhaps a stupid question, but here it is. What happens if a unit is defined to be a technology? Would it be something you can only build one of, aside from getting tossed into the technologies list? If so, it might be useful for future units that are meant to be unique, like heroes.

I had to ask. Sometimes it can be useful to see if options can be used in ways they were never intended.

Currently residing at the local ninja academy. I'm still watching though.

new specunitactions
IS_EFFECT_REDUCED_BY_ARMOR, // if the prop changer effect (that is HP changing one!) will be reduced by NORMAL armor
IS_EFFECT_REDUCED_BY_PARMOR, // if the prop changer effect (that is HP changing one!) will be reduced by PIERCE armor

new specunitaction:
IS_OCCUPIABLE, // - occupiable like the TC but means only occupiable and internal units get damaged(nothing else that "isoccupiablebuilding=true" means like no pop limit, visible on expőlored terrain and so on)

2 new specunitactions:
IS_LEGENDARY, //on the game area only one can exists, the second will not be produced (stops production)
IS_UNIQUE, //for the player only one can exists, the second will not be produced (stops production)

"rndProd":{ // this will let you make unit groups, and among the group random spawning: eg. if we want to have 2 similar orc riders, but with different images, you can set this to have it random.
"scope":"SUMMON", //can be: PRODUCTION, SUMMON, ALL meaning the randomness will effect only production or only summoning or both
"prodGroup":"AUX", // group name
"prodWeight":20 // summing up the weights in group and getting the random based on weight (eg. you have unitA(w10) unitB(w25) unitC(w15) than unitA=20%, unitB=50%, unitC = 30% chance)
},

IS_GAIA_AI_ANIMAL_PEACEFUL, //the unit is a gaia animal and its ai is peaceful like a deer
IS_GAIA_AI_ANIMAL_HOSTILE, //the unit is a gaia animal and its ai is hostile, attacks if you get in its sight range
IS_GAIA_AI_ANIMAL_HOSTILE_IF_WOUNDED, //the unit is a gaia animal and its ai is hostile, attacks if it is wounded and you get in its sight range

deer/dolphin/bear is replaced with IS_GAIA_AI_ANIMAL_HOSTILE_IF_WOUNDED

new specunitactions:
ATTACK_FIRST_STRIKE, // it deals counter attack first before attacker can damage, only if attacker has no first strike.
ATTACK_FULL_COUNTER, // means the unit has a counter damage without penalty

convertPossibility = 0f; // !!! IMPORTANT if unit has any kind of spell/ability button, it needs to have >0 value for this! (read this property as "abilityPossibility") - in AOS: priest property: 0.3 = 30% priest have 30% to convert an other.

and we have 4 options currently:
- NORMAL_1x1 for a normal 1x1 tile unit
- OVERLAP_1x2 for a tall unit like a trebuchet, this will overlap the tile above its "foot" tile.
- NORMAL_COL2_2x1 this is for a 1x1 building that shows occupacy so image is 2x1 sized
- OVERLAP_COL2_2x2 this is for a 1x2 building that shows occupacy so image is 2x2 sized

I know this is off topic. But I can't figure out where to save .json files. Is there a certain folder or spot they are copied? All I can find are .js files and those are in the AI folder. Are those the same thing? This is for age of strategy. Thank you for your time